Der Musikclub TCG — Comprehensive Rules v2.4 (Draft)
This document provides rules-lawyer-facing updates to the Comprehensive Rules, incorporating recently approved mechanics. It is written to be precise, explicit, and non-advisory.
Where this document differs from v2.3, this text is intended to supersede prior wording.
1. Time Cost Channels
All costs in Der Musikclub are paid using one or both of the following channels:
1.1 Dice Seconds ("Dice")
- Dice seconds are paid by reducing the value of one or more time dice you own.
- Any action that changes the value of a time die ends the current turn after resolution.
- Dice seconds are required for actions that alter shared or persistent game state.
1.2 Parallel Seconds ("Parallel")
- Parallel seconds are transient seconds generated by cards or effects.
- Parallel seconds may be spent only during the turn in which they are generated.
- Spending parallel seconds does not end the turn by itself.
2. Cost Categorization for Effects
2.1 Effects That Require Dice Costs
An effect must include a dice cost if it alters any of the following:
- Mixer volume values
- Mixer frequency maximums or minimums
- Color behavior that affects play legality
- Global suppression, qualification, or endgame checks
These effects may include additional parallel costs, but cannot be paid using parallel seconds alone.
2.2 Effects Eligible for Parallel-Only Payment
An effect may be paid using parallel seconds only (or any combination of dice and parallel) if it alters only private information or private resources, including:
- Queue contents
- Hand contents
- Crate order or searches
- Drawing, discarding, or swapping cards
Such effects may not directly alter mixer values or global constraints.
3. Loop Cards
3.1 Loop Zone and Persistence
- Loop cards are placed in the shared mixer zone.
- Loop cards are persistent and remain active until removed.
- Loop cards are not ordered and are not attached to any playlist.
3.2 Loop Stacking
- Any number of loop cards may be active simultaneously.
- All modifiers from active loops apply cumulatively.
If the cumulative effect of active loops reduces any frequency maximum to 0, the mix immediately enters negative feedback and is treated as invalid.
3.3 Duplicate Prevention
- A loop card may not be played if another active loop with the same title is already active.
- If a loop is played and an identical loop is already active, the play is illegal.
4. Fadeout
4.1 Fadeout Action
A DJ may remove a persistent card they own from play by performing a Fadeout.
- Fadeout may target a song card or loop card.
- Only head or tail song cards may be faded out.
4.2 Fadeout Cost
- The cost to fade out a card is twice that card’s printed dice cost.
- This cost is paid using dice seconds only.
- Parallel seconds are never multiplied and may not be substituted for fadeout costs.
After resolution, the card is sent to the top of its owner’s bin.
5. Recrate
5.1 Recrate Action
A DJ may return a card from their bin to their crate by performing a Recrate.
- Choose a card in your bin.
- Pay the recrate cost.
- Place the chosen card anywhere in your crate.
5.2 Recrate Cost
- The recrate cost is twice the card’s printed dice cost.
- This cost is paid using dice seconds only.
- Parallel seconds may not be used or substituted.
5.3 Recrate Restrictions
- Cards with a printed dice cost of 0 cannot be recrated.
- Recrate does not shuffle the crate.
6. Negative Feedback Interaction
If at any time:
- Volume exceeds allowed limits, or
- Frequency constraints are violated, including due to loop modifiers,
the mix enters negative feedback as defined elsewhere in these rules.
Negative feedback immediately suppresses Victory Point qualification until the mix is valid again.
7. Priority and Conflict Resolution
- If a rule and a card text conflict, card text takes precedence unless explicitly prohibited by these rules.
- If multiple modifiers apply to the same value, apply all modifiers additively.
- If an action cannot be fully resolved legally, it may not be initiated.
8. Version Note
This draft reflects rules updates corresponding to internal economy and loop-stacking revisions. Additional clarifications may be added before final publication.